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Custom Texture - very very very simple question
Posted: Sun May 09, 2004 4:54 am
by mcunha98
I see a sky pak for Call Of Duty, and in .pk3, all files using the JPG format (and not TGA like MOHAA needs...)
So, is possible i put a JPG file like custom texture in my MAP or i have problems with
color chanell ???
Posted: Sun May 09, 2004 4:55 am
by kai0ty
yes u can convert it to TGA using a program called irfan view (made by twocows) u can also just use the jpg though.
Posted: Sun May 09, 2004 5:23 am
by mcunha98
Only to confirme.
I get a "TGA" file and convert to "JPG" ???
If is this, why not use the photoshop ?
My question in true, is if the JPG file (simple texture, like some texture we found in Internet) is accept per MOHAA ?
yes
Posted: Sun May 09, 2004 7:07 am
by tltrude
Yes, you can use jpg as moh textures.
Posted: Sun May 09, 2004 7:17 am
by Krane
...and you can leave the shader as tga.
Just for masked textures you have to use tga, because of the alpha channel that jpg doesn't support.
Posted: Mon May 10, 2004 12:27 am
by mcunha98
Krane wrote:...and you can leave the shader as tga.
Just for masked textures you have to use tga, because of the alpha channel that jpg doesn't support.
Sorry, but i dont understand your comment...
You tell case i use a JPG texture, i dont need create your shader file (example, if i use a wood texture, i dont need create a shader to tell on MOHAA "is a wood texture" ????

Posted: Mon May 10, 2004 5:54 am
by Krane
What I said is, you have a shader and there all the textures are set as tga, but if you replace the textures by jpg versions, you don't need to change the sahder to jpg, just leave as tga.
Ex: in your shader, you have a custome texture:
textures/siegecastle/sg_ancient3
{
qer_keyword siegecastle
qer_keyword krane
surfaceparm stone
{
map textures/siegecastle/sg_ancient3.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
If you convert the sg_ancient3.tga to jpg, you'll have a file called "sg_ancient3.jpg"...Just replace it and you don't need to change the shader line to sg_ancient3.jpg...The game will recognize it as you want...